My name is William Miles. I’m a Game Programmer and Designer from Orlando, Florida with over 5 years of experience in the Unity Engine.

I have worked on commercially released games Write Warz and Hearth’s Light Potion Shop and over 15 other games plus several experiments, demos, and proofs-of-concept.

I have experience working with small teams of a variety of sizes, from solo projects to teams of 10 and more. I’ve created multiplayer and mobile games, as well as working with a wide variety of Unity technologies and packages. I strive to create code that’s easy to integrate, whether that means designer-facing code for the inspector or extension methods of commonly needed functions for the team.

Below is a selection of projects I’ve created and worked on with design explanations, code I’ve written, and playable demos.


Commercial Games


Players in Write Warz compete to get their sentence added to a shared story, using their wits along with unique character abilities and theme specific events. The game has won two Dreamhack Audience Choice Awards and was made with a team of ten. I helped manage a team of five interns, providing valuable training, assigning them tasks, and reviewing their work.

I began working on the project as a Senior Software Engineer in July 2024 and the game released into Early Access in March 2025. I designed and worked with a large portion of the code for Write Warz, including implementing a robust Large Language Model system, rewriting most of the Character Ability system, and refining nearly every other important system in the game.

See more about Write Warz here.

Manage your own potion shop in the 3D, cozy casual management game Hearth’s Light Potion Shop. The combos and synergies of the best card games and the “aha!” moments of the best puzzle games inspire the core gameplay of Hearth’s Light.

I programmed and designed the entire game while managing a two person support team for additional art and audio. The game released in March 2023 and has garnered over 1000 sales with minimal marketing.

See more about Hearth’s Light Potion Shop here, including selected scripts.


Selected Smaller Projects


Two players work together to rob as many trains as they can in Well-Planned Space Train Heists, a cooperative mobile game that works on information. This means no internet connection is required. One player plays a Pilot in space shooter style game while the other is a Navigator giving them directions to hunt down space trains. They must work together to steal as much as they can in 5 minutes. I created this game as a solo developer in March 2025.

Read more, including the source code and a playable version of Well-Planned Space Train Heists here.

In Experiments in Magic, you play as a wizard in a first-person 3D physics based tower environment. You craft spells that you don’t know the outcome of until you try them out. The goal is to learn as many spells as you can before you accidentally killing yourself. This game was made in 10 days with a team of 3 in early 2025.

Read more, including the source code and a playable version of Experiments in Magic here.

You play as a fire breathing dragon in the arcade roguelike The Scales of Sauthvia. As you kill waves of enemies you grow in size and in power, with 3 options for each level up ability. I designed and programmed the game over a 4 day period in August 2024 with a team of 3.

Read more, including the source code and a playable version of The Scales of Sauthvia here.


Selected Larger Projects


Players traverse dungeons, level up, collect items and participate in unique procedurally generated fights in Shield to Shield. I utilized Mirror’s networking package to create a fully networked peer-to-peer experience. As my first major game project, I packed in every idea I could including class and levelling systems, randomly generated items with unique stats, fight modifiers for enemies and rooms, and a ton more. I faced many challenges and difficult design problems in the 2 years of primary development of Shield to Shield from 2020 to 2022.

Read more, including some of the code and a playable version of Shield to Shield, here.

Dark Energy is a fully cooperative soulslike adventure that is still in development with the original proof of concept demo created in early 2024. It uses Mirror’s netcode solution paired with Steam to provide seamless multiplayer. Dark Energy was my first major foray into thinking about static level design in a linear experience.

Read more, including much of the Dark Energy‘s source code here.

Each player has a specific role to play when facing a room of enemies in Breach the Castle, Kill the King. The team, playing together either online or locally, only has a few seconds to execute their plan in a cooperative dungeon crawler with a brutally punishing combat loop. Almost everything in the game dies in a single hit, including the players, meaning the combat sometimes feels more like a puzzle, though there is never just one simple solution. This game is still in development starting in the second half of 2023.

Read more, including much of the source code and a playable demo of Breach the Castle, Kill the King, here.

My Top Unity Packages


  • Mirror
  • Netcode for Game Objects
  • Odin Inspector
  • DOTween
  • Steamworks.NET
  • LLMUnity
  • Shader Graph
  • Post-Processing
  • Input System
  • Cinemachine
  • Unity Services
  • AI Navigation
  • Particle Systems
  • I’m always looking to learn more!

Resume

Even More Games

Click for more info! Most are playable in browser!